Anti-Mage is a fast melee Agility Carry with an emphasis on disabling and killing high-mana enemies. He has notably high agility and low base attack time, giving him high damage and scaling with his basic attacks. His signature ability is Mana Break, a passive attack modifier that makes him a huge threat to mana-reliant heroes, mainly Intelligence-based casters. In addition to granting substantial bonus damage on each attacks, its mana burn sets enemies up to be devastated by his ultimate ability, Mana Void. Blink is a highly versatile ability that allows Anti-Mage to instantly teleport short distances, thereby allowing him to escape, chase, and even farm with ease. Combined with his high base movement speed, this makes Anti-Mage a highly mobile hero at all points in the game. Spell Shield greatly increases Anti-Mage's magic resistance, allowing him to sustain more damage from enemy casters. Finally, Mana Void finishes off targets after their mana has been burnt, inflicting heavy damage to both the target and enemies surrounding the target. The damage Mana Void can potentially deal scales extremely well into the late game, as enemies' mana pools only grow larger over time. His naturally fast basic attacks combined with his powerful abilities make him extremely dangerous in the late game, allowing him to devastate enemies with ease if he is allowed to farm as a hard carry.

Level Base 1 16 25

Hit Points 150 568 948 1480

Mana 0 195 572 1014

Damage 27‒31 49‒53 93‒97 136‒140

Armor -1 2.08 8.24 14.29

Attacks / Second
0.68 0.84 1.14 1.44

Movement Speed 315

Turn Rate 0.5

Sight Range 1800/800

Attack Range Melee

Missile Speed Instant

Attack Duration 0.3+0.6

Base Attack Time 1.45

Mana Burn

Burns an opponent's mana on each attack. Mana Break deals 60% of the mana burned as damage to the target.

Mana Burned per Hit: 28/40/52/64

Burned Mana as Damage: 60%

Blink

Short distance teleportation that allows Anti-Mage to move in and out of combat.

Cast Time: 0.4+0.53

Cast Range: Global

Max Blink Distance: 1000/1075/1150/1150

Cooldown 12/9/7/5

Mana 60

Spell Shield

Increases Anti-Mage's resistance to magic damage.

Magic Resistance Bonus: 26%/34%/42%/50%

Mana Void

For each point of mana missing by the target unit, damage is dealt to it and surrounding enemies. The primary target is stunned for a short duration.

Cast Time: 0.3+0.63

Cast Range: 600

Radius: 500

Damage per Missing Mana: 0.6/0.85/1.1

Stun Duration: 0.1/0.2/0.3

Cooldown 70

Mana 125/200/275

Not blocked by Spell Immunity. The stun and AoE damage is still applied normally.

Cut creep waves when they push, meaning they only get their current creep wave to push or are forced to delay by a full minute. Also the sense of urgency they may experience will drive a lot of teams to try and take a fight that they otherwise wouldn't, allowing you and your team to punish them bum-rushing the high ground.

Vlads is for when you are ahead, generally. If your team needs you to come online asap, usually you'll be able to have more impact on the game with a quick manta. Also if they have an orchid carrying mid hero like QOP or Storm, they're going to hunt you until you have manta, usually with 2 or more other heroes. Going vlads may end up costing you a lot of map control in this situation.

Don't get too worked up about your battlefury timing. Treads first is generally the best option as it allows you to have a stronger lane presence. If you're left alone in lane (on dire) once your support rotates try pushing out the lane as quickly as possible, then pull the hard camp at :53 using a quelling blade up and to the left. If done right this will intercept your creep wave as well as stack the camp, letting you tank the incoming radiant creep wave, then move back to the hard camp to reap the farm of your delicious 2 stack. This also denies farm to any radiant offlaners, who would have already been pushed back to tower while your creep wave was being killed. This technique is useful on most melee carries such as Jugg and Sven,

TREAD SWITCH. EVERY BLINK. Sorry for the caps but this is a really easy habit to get into, and people who don't do it usually underestimate how useful it is. Remember when it comes to playing carry, efficiency is one of the most important factors.

Do you have a build you go every game? STOP. Yes I know you feel really strong when you have BF, Manta, Heart and Butterfly, however when you're playing carry you should be looking for the best way to translate gold into game impact. Getting hexed and killed by Lion at the start of every fight? Heart probably won't help you as much as a BKB. Enigma solo black hole-ing you every fight? He knows you can easily cancel his black hole if he uses it on other heroes. Maybe you should consider getting an abyssal blade and take him out of the fight first.

I'll try and edit this if I think of anything else but atm I'm pretty fried.

I believe you sac the idea of getting an early battlefury, go for a vlads, and then hit the jungle up as aggressively as possible, picking the battlefury up later.

Once you have the treads (and maybe bfury) you have to aggressively but safely split push lanes out, and always keep a tp on you. Basically clear 1-2 waves, then blink somewhere dark or tp back to your safelane if you were in their safelane. Be very careful past the river if you don't have good ward coverage. If your team really needs you, try to join but always come very late and drop an ult on the biggest mana pool enemy, then disengage and go back to farming (unless you can clean up kills without putting yourself at risk).

I think that's how to do it, and obviously isn't guaranteed to work.

I know a while back when pressured Kuroky went vlads -> maelstrom -> some other stuff on AM. So that's an option if battlefury just seems too impossible to pick up as well.